Using AI agents to reverse engineer and patch games with byte-exact verification
arpit_bhayani · x · 2026-10-12
Arpit Bhayani details how AI agents can reverse engineer and patch shipped game binaries — and the engineering lesson in building verifiable AI systems.
- The problem: decompilation loses types, names, comments and structure; Ghidra's pseudo-C still requires guessing what developers wrote. Wrong guesses can compile fine but read wrong memory, and agents may invent logic or delete checks that were bug fixes.
- The flow: each of tens of thousands of functions becomes a ticket; parallel agents query a disassembler via an MCP server, infer struct layouts, and write clean C++.
- Verification: "matching decompilation" — compile the agent's function with the same compiler/flags, extract its bytes, and compare byte-for-byte with the original executable. Identical bytes mean identical behavior, bugs included.
- Generalizable: define correctness in a machine-checkable way (tests, golden files), then let agents iterate against it.
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